Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Meta Thread] Pokerole Mystery Dungeon: Primal Shadows
(06-24-2021, 04:03 PM)PhantomUnderYourDesk Wrote:
(06-24-2021, 03:40 PM)Lord Windos Wrote: (...) This plan is inherently unreliable due to requiring NPCs to do specific things, but hopefully either Kee or Pyra shouting out the strat will get them to follow through with it. That, and Hoopa could do shenanigans that upend everything and/or render my plans moot, so take that under advisement as you make your Orders (Conditional and not). Thoughts, everyone?

Sounds decent and solid my dear, good thinking - except for the fact that I already wanted to have Kee clash an SE attack targeted at any of us (mostly at Pyra) or a Flame Charge from Carkoal to prevent them from getting +1 Dext, with conditional orders of Kee snarling at them all shall they be at 1 or 2HP when it's his turn and he hasn't clashed by then to go for a KO. Is that, uh, alright?

Huh....sort of forgot about Clashing and the way it interacts with Initiative (Sort of like Round and Beat Up does), at least so far as it's been done in Dragonstrike's campaigns, so that's a valid counter plan I can get behind....

....if it would work out that way we wish. I'm not sure if you are allowed to counter Phys Moves with Special/Most Non-Contact Channel Moves that don't deal Phys Damage, and since the group can't directly attack Carkol until one of the Rolycolys are out of the way...Dragonstrike, some clarification on the matter? In regards to the Rolycolys, though, Clashing their attacks with either Bite/Snarl/Tackle should work out well enough, provided that either of said Moves are capable of Clashing with their SE STABs (Ancient Power and Smack Down). You know more about Clashing than I do, though, so I'll leave any plans you have with it to you entirely, dear.

Also, Dragonstrike, is Carkol restricted from attacking anyone if he's hiding behind the Rolycolys? Or do they have some sort of instictual coordination/very minor Plot Device that allows for him to strike out past their 'defensive' formation?

@Spiritmon : Ouch, tough break....hopefully the dice are merciful if the target we decide to group up on has Flame Body! 

Your plan is a-Okay to me (Just give me a Target to work with, preferably Rolys C or D), but I have to ask how many Accuracy Dice do you have between those three Moves? If they all share the same formula (DEX + Fight + Brawl, I presume), then you'll need at least 7 Accuracy Dice Total to make those three Actions, and that's not counting any Pain, Smokescreen Effect(s), or other outside factor punching a hole through your pool and letting some of those dice leak out. If they don't, then you'll have to do your own math and figure out what's what, I'm afraid.

Even in those cases, you'd probably want to be conservative with your Actions to avoid possibly having Dragonstrike Luck Die on one of your Attacks if those Neg. Mods bring that Move's Accuracy bellow zero, or just plain whiffing a Attack if Miss Fortune really has it out for us. Will Points can't really reliably be used to ensure a Move's Accuracy bar the 'Ignore Pain for a Round' due to them having to be spent proactively now (ugh) , so they won't bail you out if an Action's Accuracy goes negative (unless I'm mistaken?).

Only good thing Will is for now (in my opinion) is Ignoring Pain, for use in Crafting/Move that use it up, and Will Checks, situationally good in extending the Crit Range of Moves and the chance of success of a Clash, and with using them to directly increasing the Accuracy of a Move a last resort if you absolutely can't afford to miss no matter what OR that Move's Accuracy Pool ends up (With every Neg Mod in place/accounted for) /could easily end up (With etc..) as 1 Dice (at which point it literally can't miss with Will unless the target Evades, Clashes, or shenanigans happen). I digress, though, so back on topic.

In sum: Maybe focus on doing less Actions or Just one on a Rolycoly (for that + 2 Single Action Bonus), if you don't have that large of a shared Dice Pool for your Moves. That, and you're better off leading with Bite if your aim is to disrupt, since it benefits from extra Accuracy Dice and can Flinch a Roly out of it's Action (if it gets one). If you just want to maximize the amount of Damage onto a Roly to help 'get it out of the way' for Dax/Marcus to directly get at Carkol, though, Shadow Punch first and foremost is spot on!


As for my plan guys, I'm just going to have Pyra do a Single Action Bite on either Rolycoly C or D, and hope that everyone else has/will join in on my Target. Intimidate will take the sting out of a lot of this mob's Attacks and grant us that extra bit of leeway, though if they start pelting the group with Ancient Power or Incinerate then they're all taking the full Damage there.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
Reply


Messages In This Thread
RE: [Meta Thread] Pokerole Mystery Dungeon: Primal Shadows - by Lord Windos - 06-24-2021, 11:10 PM

Forum Jump:


Users browsing this thread: 10 Guest(s)